[gd_resource type="VisualShader" load_steps=10 format=3 uid="uid://jbyhyuq05wht"]

[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_u8gr1"]
parameter_name = "FlashSpeed"
default_value_enabled = true
default_value = 1.0

[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_rg6u3"]
operator = 2

[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_eoh7g"]
default_input_values = [0, 0.0, 1, 2.0]
operator = 5

[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_0pb3b"]
input_name = "time"

[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_qnyh6"]
function = 0

[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_73l8h"]

[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_6h4gj"]
expanded_output_ports = [0]
parameter_name = "Color"
default_value_enabled = true

[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_liq3u"]
operator = 2

[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_6a7iv"]

[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_always, cull_back, diffuse_lambert, specular_schlick_ggx;

uniform vec4 Color : source_color = vec4(1.000000, 1.000000, 1.000000, 1.000000);
uniform float FlashSpeed = 1;



void fragment() {
// ColorParameter:7
	vec4 n_out7p0 = Color;
	float n_out7p1 = n_out7p0.r;
	float n_out7p2 = n_out7p0.g;
	float n_out7p3 = n_out7p0.b;
	float n_out7p4 = n_out7p0.a;


// VectorCompose:9
	vec3 n_out9p0 = vec3(n_out7p1, n_out7p2, n_out7p3);


// Input:2
	float n_out2p0 = TIME;


// FloatParameter:10
	float n_out10p0 = FlashSpeed;


// FloatOp:11
	float n_out11p0 = n_out2p0 * n_out10p0;


// FloatFunc:3
	float n_out3p0 = sin(n_out11p0);


// FloatOp:12
	float n_in12p1 = 2.00000;
	float n_out12p0 = pow(n_out3p0, n_in12p1);


// FloatOp:8
	float n_out8p0 = n_out7p4 * n_out12p0;


// FloatConstant:4
	float n_out4p0 = 0.000000;


// Output:0
	ALBEDO = n_out9p0;
	ALPHA = n_out8p0;
	METALLIC = n_out4p0;


}
"
modes/depth_draw = 1
nodes/fragment/0/position = Vector2(1300, 120)
nodes/fragment/2/node = SubResource("VisualShaderNodeInput_0pb3b")
nodes/fragment/2/position = Vector2(380, 140)
nodes/fragment/3/node = SubResource("VisualShaderNodeFloatFunc_qnyh6")
nodes/fragment/3/position = Vector2(740, 300)
nodes/fragment/4/node = SubResource("VisualShaderNodeFloatConstant_73l8h")
nodes/fragment/4/position = Vector2(1060, 300)
nodes/fragment/7/node = SubResource("VisualShaderNodeColorParameter_6h4gj")
nodes/fragment/7/position = Vector2(660, -160)
nodes/fragment/8/node = SubResource("VisualShaderNodeFloatOp_liq3u")
nodes/fragment/8/position = Vector2(1100, 140)
nodes/fragment/9/node = SubResource("VisualShaderNodeVectorCompose_6a7iv")
nodes/fragment/9/position = Vector2(1100, -20)
nodes/fragment/10/node = SubResource("VisualShaderNodeFloatParameter_u8gr1")
nodes/fragment/10/position = Vector2(400, 240)
nodes/fragment/11/node = SubResource("VisualShaderNodeFloatOp_rg6u3")
nodes/fragment/11/position = Vector2(680, 140)
nodes/fragment/12/node = SubResource("VisualShaderNodeFloatOp_eoh7g")
nodes/fragment/12/position = Vector2(920, 200)
nodes/fragment/connections = PackedInt32Array(4, 0, 0, 2, 7, 4, 8, 0, 8, 0, 0, 1, 9, 0, 0, 0, 7, 3, 9, 2, 7, 2, 9, 1, 7, 1, 9, 0, 10, 0, 11, 1, 11, 0, 3, 0, 2, 0, 11, 0, 3, 0, 12, 0, 12, 0, 8, 1)
